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Everything posted by Lizard
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I think you are the first person I heard had problems with launching the tools. It's pretty straightforward. You open authoring tools and you either check or un-check the box about vr mode.
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What do you mean you can't open them properly? What did you expect from a singleplayer VR game? To have playerbase around 50k players 4 months after release? lmao
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Is that your mancave or your living room?
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Been planning to attatch my base station to the walls for a year now because setting them up is the only thing that keeps me from playing more often. I dont think they look too invasive when attatched to walls.
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Blackdog got everything wrong here
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Its a "Wip, post your level screenshot thread" man... Maybe create your own thread or something. As for the grid snapping, try ctrl+b.
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Thank you! Big credit for jakuza for the quarry rocks! They do rock
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Can you finally realise that foreign special forces do operate on foreign soil very often? As for the map... Like I said to Rzl the other day it looks incredible. I love the animated assembly line and all the small details. I also left Rzl some feedback on lighting and how to improve visibility of critical paths. I feel like the map is evenly lit from every direction causing the map to look flat without depth in most places. It creates the problem where you can't really tell whats playable area and whats not. Map having big elevation changes doesn't help with this issue. Other than that I tools incredible and I remember it plays well too. Congratulations on the release guys! ?
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Bunch of new screenshots. Quarry and motel. You can clearly see that our motel is similar to cs_motel by Soctom. That is correct. I asked him if we can base ours on his original visuals so that we can maybe bring some of the nostalgia for older players. Tried to find the right balance between original and fresh visuals to still bring something new to the place and also to fit dz map playstyle. Hope you guys like it.
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I think this comparison does not do the justice since Alyx models is taken from model viewer without any lighting. Also I think it was used for few seconds near the end when she hugged Eli? That might explain why its not up to the quality of others. I think y'all have this hl2 fetish and are too attached to the previous installment
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Yes, I find Larry to be a bit cartoonish especially his animations and expressions.
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I think its because of all the wrinkles on his face that we can't really see in hl2 version. Looking at his hair tho you can tell he is a bit younger
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Is there anything you prefer over hl2? ?
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This is awesome!
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CSGO Community commentary from an outsider perspective
Lizard replied to Soldat Du Christ's topic in Level Design
And how exactly you want to balance a map that has learning curve and welcomes complexity? You gonna end up with not fun map. What you dont seem to realise is that a csgo community vary a lot in terms of player skill. It's all great to have some complex tactics that gives your team an advantage until a new and unskilled player comes and gets rekt by your team and loose interest in playing your map because he wasn't aware of that. -
It's more about map control theory. If you commit a player to an area that happens to be a dead end with not really advantages, you wasted a lot of resources. It is really bad feeling to commit to an area to realise its a dead end.
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That is not true. You can take a look on official dz maps. They dont have much empty spaces. I think more details in some areas is a valid feedback.
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What I also like to do is to take an area from a greybox that I'm sure wont change much and do artpass on it. Sort of test scene for lighting and assets.
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Mostly in blockout stage then tweak if needed when set dressing. The problem with this approach is that you get used to how map looks and feels like. Its super hard to change lighting drasticly later on + you can have problem with custom assets that just dont look good with new lighting.
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Exactly this. I learned this hard way sadly ... Eyes will get tired very quick in light settings like chlorine had initially. This will lead to increased irritation in players and they won't play the map that often. But I still think that there is a lot space to experiment with lighting. Sun angle and brightness for example. And of course color but in limited range. ~EDIT~ Also sky was made by one and only @Radu
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Of course. How do you want to balance a chokepoint anyway? Default strar for most cs maps is 2 - A, 2- B and 1 mid player. CT team is always harder because T's can just outnumber them on bombsites (full rush). This is why chokepoints are designed... to compensate advantage of player count on T team. And obviously that is why buying utility is a crucial part of tactics on T side.
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Then purchasing them will move the odds the other way around. If the choke point is balanced by default using smokes will easily create an advantage for one team or another...
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More like.. This particular youtuber likes it I bet I can find dozen of videos of people disliking it.
